These are the sources and citations used to research Round 2. This bibliography was generated on Cite This For Me on

  • Journal

    Belk, R. W.

    Extended Self in a Digital World

    2013 - Journal of Consumer Research

    In-text: (Belk, 2013)

    Your Bibliography: Belk, R., 2013. Extended Self in a Digital World. Journal of Consumer Research, [online] 40(3), pp.477-500. Available at: <https://watermark.silverchair.com/40-3-477.pdf?token=AQECAHi208BE49Ooan9kkhW_Ercy7Dm3ZL_9Cf3qfKAc485ysgAAAuMwggLfBgkqhkiG9w0BBwagggLQMIICzAIBADCCAsUGCSqGSIb3DQEHATAeBglghkgBZQMEAS4wEQQMy4Mx_x3MPIJwE-8eAgEQgIIClpqLM72984hGUThK2f0ILBnWTTvRpmQCG3UnDk5E_g93ExfIF3pML654cJUsfKycIPdHraiKjQpLUDXsFqnKhHm6E_2l6WU4mqdtbTQXz27QbzsmGK6MrVpaNvCVEQNCr8aPbmSa2G7i_Hnak035p_qP_yG4pZQo-_WwwQT1c4CnQymbuTBieBDDhFJJr2kVWEg29NOx_BfRv-0XueYTFiK6wEwrqSzMqrv0FzXWukiutS1DhJ8eU5PKXk5N34o0WYeEmIpYmyPnN-9EnQ8QT-zxVzH_-x1Kce00rYS0L5Wt8RYdpnOJhEqLH_vkYK4vc4p5Jn9GjTP7G9H1i4ok5QguPQx3w1fhZBxf1JcGVjdS6vxiK7Cr7T3VwfvkxYIaTSKNSGlE7gJU3vmEc39wnnhIt8IdYOn3HSbuE37bEDDJxtGcEEM6928_DJfB-lr1OwMjyj5BcKpOdaVlNeacm4hq-CvOHuh2N9qFZYC_JcWaDUyIiG4j3OEL_LCX_sRUOvCVvLoprvMnP7UdIXr1I0rY0b_gyiOfdR5d0ZXnd1fHxsEg9SZUcUeV4JWoEGgyUM1PSxETxdBqsp2iMbzg4dFhml2TVF1BnSQmeL8G2yuNi1z2VJ6n8reWPpBvn2YrCRTHKdPVjKryWGJK1pXDgt-l-PnHICmWzEnVT09e_FeO5fkarcu2YdmdqQqZuCkGekXJsH61hkRJfOmVLNJIGgUxzoRB_f-wY1Wlgowh4Dz3AKYu_3_oSsXRwZXgN0eQJErh8AT6pDVB9wqUdfwLvyKiIH1_SLrRtwxPEXD26B8ReQKpEVke5R0wjF_2PJdhV5-CIHjo4AM10tUkM5b7gupokgCKijQrrt4tOUvBI0iBA4gsOeqE>.

  • Journal

    Calder, B. J. and Malthouse, E. C.

    Managing Media and Advertising Change with Integrated Marketing

    2006 - Journal of Advertising Research

    In-text: (Calder and Malthouse, 2006)

    Your Bibliography: Calder, B. and Malthouse, E., 2006. Managing Media and Advertising Change with Integrated Marketing. Journal of Advertising Research, [online] 45(04), pp.356-361. Available at: <https://www.researchgate.net/publication/4733832_Managing_Media_and_Advertising_Change_with_Integrated_Marketing>.

  • Journal

    Farrand, T., Nichols, D., Rowley, T. and Avery, M.

    Brands and gaming: are you ready to play?

    2006 - Young Consumers: Insight and Ideas for Responsible Marketers

    In-text: (Farrand, Nichols, Rowley and Avery, 2006)

    Your Bibliography: Farrand, T., Nichols, D., Rowley, T. and Avery, M., 2006. Brands and gaming: are you ready to play?. Young Consumers: Insight and Ideas for Responsible Marketers, [online] 7(2), pp.8-13. Available at: <https://www.emerald.com/insight/content/doi/10.1108/17473610610701448/full/pdf?title=brands-and-gaming-are-you-ready-to-play>.

  • Journal

    Freitas, B. D. A., Contreras-Espinosa, R. S. and Correia, P. Á. P.

    The importance of incorporating relevant-added value into esports sponsorships

    2021 - Journal of Contemporary Marketing Science

    In-text: (Freitas, Contreras-Espinosa and Correia, 2021)

    Your Bibliography: Freitas, B., Contreras-Espinosa, R. and Correia, P., 2021. The importance of incorporating relevant-added value into esports sponsorships. Journal of Contemporary Marketing Science, [online] 4(3), pp.397-423. Available at: <https://www.emerald.com/insight/2516-7480.htm>.

  • Interview

    Mulin, T.

    Interview with Strategy director at Epic Games

    2022 - Teams Meeting

    In-text: (Mulin, 2022)

    Your Bibliography: Mulin, T., 2022. Interview with Strategy director at Epic Games.

  • Website

    Perrotta, M.

    Business Models of Video Games: Past, Present, and Future

    2020

    In-text: (Perrotta, 2020)

    Your Bibliography: Perrotta, M., 2020. Business Models of Video Games: Past, Present, and Future. [online] LinkedIn. Available at: <https://www.linkedin.com/pulse/business-models-video-games-past-present-future-matt-perrotta/> [Accessed 25 April 2022].

  • Online image or video

    Statista

    Number of active video gamers worldwide from 2015 to 2023

    2020

    In-text: (Statista, 2020)

    Your Bibliography: Statista, 2020. Number of active video gamers worldwide from 2015 to 2023. [image] Available at: <https://www-statista-com.eu1.proxy.openathens.net/statistics/748044/number-video-gamers-world/> [Accessed 25 April 2022].

  • Online image or video

    Statista

    Average weekly hours spent playing video games in selected countries worldwide as of January 2021

    2021

    In-text: (Statista, 2021)

    Your Bibliography: Statista, 2021. Average weekly hours spent playing video games in selected countries worldwide as of January 2021. [image] Available at: <https://www-statista-com.eu1.proxy.openathens.net/statistics/273829/average-game-hours-per-day-of-video-gamers-in-selected-countries/> [Accessed 25 April 2022].

  • Journal

    Tseng, T. H. and Lee, C. T.

    Facilitation of consumer loyalty toward branded applications: The dual-route perspective

    2018 - Telematics and Informatics

    In-text: (Tseng and Lee, 2018)

    Your Bibliography: Tseng, T. and Lee, C., 2018. Facilitation of consumer loyalty toward branded applications: The dual-route perspective. Telematics and Informatics, [online] 35(5), pp.1297-1309. Available at: <https://www.sciencedirect.com/science/article/abs/pii/S0736585317307852>.

  • Journal

    Tseng, T. H., Hsieh, S. H. and Lee, C. T.

    How gamified branded applications drive marketing effectiveness?

    2021 - Marketing Intelligence &amp; Planning

    In-text: (Tseng, Hsieh and Lee, 2021)

    Your Bibliography: Tseng, T., Hsieh, S. and Lee, C., 2021. How gamified branded applications drive marketing effectiveness?. Marketing Intelligence &amp; Planning, [online] 39(5), pp.633-648. Available at: <https://www.emerald.com/insight/0263-4503.htm>.

  • Journal

    Valaei, N., Bressolles, G., Khan, H. and Low, Y. M.

    Ads in gaming apps: experiential value of gamers

    2021 - Industrial Management & Data Systems

    In-text: (Valaei, Bressolles, Khan and Low, 2021)

    Your Bibliography: Valaei, N., Bressolles, G., Khan, H. and Low, Y., 2021. Ads in gaming apps: experiential value of gamers. Industrial Management & Data Systems, [online] 122(1), pp.78-106. Available at: <https://www.emerald.com/insight/content/doi/10.1108/IMDS-11-2020-0660/full/html>.

  • Report

    WARC

    What's working in gaming 2021

    2021

    In-text: (WARC, 2021)

    Your Bibliography: WARC, 2021. What's working in gaming 2021. [online] Available at: <https://www.warc.com/content/article/warc-wwi/whats-working-in-gaming-2021/138952> [Accessed 25 April 2022].

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